There's been a good bit of talk here and in the newsgroup about implementing circular area of effect in V. I strongly agree with the idea that screen-size area of effect for detections is broken, but I argue that circular detection AOEs are at least as bad. It seems like I am the only person who has thought about this--or at least, nobody has posted thoughts online--and noted the inherent inconsistencies, so I'm speaking up about it.
The appeal of a circular area of effect is aesthetic. In the real world (under some idealizing assumptions), my shout or an explosion, attenuate equally in all directions, so we naively believe that such an effect makes sense in Angband. The fallacy here is the result of a discretization of a continuous world within the framework of the game. In the real world, a fireball expands in an infinite number of directions. In Angband, it expands in 8 directions.
The reason this is a problem is because the 4 off-axis directions (with a "distance" of sqrt(2) times the on-axis distance--assume d 1--separating them) do not require more energy for the most mundane actions in the game (walking, running, disarming, melee), but a circular area of effect enforces that they do implicitly require more energy for magical effects. Inconsistency is always bad. The fact that we would not be able to neatly and efficiently align our detection areas is an annoying gameplay decision. Nonetheless, in such a situation I would be happy to accept annoying gameplay in exchange for realism if it didn't involve inconsistency, but the inconsistency here is the kicker.
So what is the solution? Well, we could make all diagonal actions require 41% more energy, then circles make sense everywhere, but his is a gameplay problem that is far beyond annoying. If you're being meleed from more than one direction, and the baddest bad guy is on an off-axis, it's entirely unintuitive whom you should take out first, and the energy system that Angband uses for time is not equipped to handle this (though a discrete event simulator based engine could deal with it satisfactorily). Unfortunately, even if the engine could handle the solution, it still creates situations that players cannot effectively reason about, so this is a bad idea.
The other solution is to accept that Angband is a discretized simulation with only 8 directions, forgo our false aesthetic, and make all areas of effect square. This leaves no internal inconsistencies, it's more efficient and easier to program to boot, and it makes detection spells easier to align.
As an illustration, take a wizard (or if you're not worried about fubaring your turncount, your current character) to 50' and stone to mud as far as you can in a cardinal- then in a non-cardinal direction (this will work better if there is rock the whole way) and count how far your tunnels have gone, then try to convince yourself that this makes sense. Arrows and thrown objects behave in the same nonsensical fashion as s2m. If I'm Smaug, hurting and trying to get away from flying bolts, I'm going diagonally!
I'd like to see even things like light radii and ball spell effects square, but I think this distinction has very little effect on gameplay in truth, it's a nice aesthetic, and I'm willing to live with this inconsistency; however, missiles, beams, and "unexploded ball spells" fired in all directions from a central point should certainly map out a square, as should detection spells.
The appeal of a circular area of effect is aesthetic. In the real world (under some idealizing assumptions), my shout or an explosion, attenuate equally in all directions, so we naively believe that such an effect makes sense in Angband. The fallacy here is the result of a discretization of a continuous world within the framework of the game. In the real world, a fireball expands in an infinite number of directions. In Angband, it expands in 8 directions.
The reason this is a problem is because the 4 off-axis directions (with a "distance" of sqrt(2) times the on-axis distance--assume d 1--separating them) do not require more energy for the most mundane actions in the game (walking, running, disarming, melee), but a circular area of effect enforces that they do implicitly require more energy for magical effects. Inconsistency is always bad. The fact that we would not be able to neatly and efficiently align our detection areas is an annoying gameplay decision. Nonetheless, in such a situation I would be happy to accept annoying gameplay in exchange for realism if it didn't involve inconsistency, but the inconsistency here is the kicker.
So what is the solution? Well, we could make all diagonal actions require 41% more energy, then circles make sense everywhere, but his is a gameplay problem that is far beyond annoying. If you're being meleed from more than one direction, and the baddest bad guy is on an off-axis, it's entirely unintuitive whom you should take out first, and the energy system that Angband uses for time is not equipped to handle this (though a discrete event simulator based engine could deal with it satisfactorily). Unfortunately, even if the engine could handle the solution, it still creates situations that players cannot effectively reason about, so this is a bad idea.
The other solution is to accept that Angband is a discretized simulation with only 8 directions, forgo our false aesthetic, and make all areas of effect square. This leaves no internal inconsistencies, it's more efficient and easier to program to boot, and it makes detection spells easier to align.
As an illustration, take a wizard (or if you're not worried about fubaring your turncount, your current character) to 50' and stone to mud as far as you can in a cardinal- then in a non-cardinal direction (this will work better if there is rock the whole way) and count how far your tunnels have gone, then try to convince yourself that this makes sense. Arrows and thrown objects behave in the same nonsensical fashion as s2m. If I'm Smaug, hurting and trying to get away from flying bolts, I'm going diagonally!
I'd like to see even things like light radii and ball spell effects square, but I think this distinction has very little effect on gameplay in truth, it's a nice aesthetic, and I'm willing to live with this inconsistency; however, missiles, beams, and "unexploded ball spells" fired in all directions from a central point should certainly map out a square, as should detection spells.
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